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Field of Glory: KingdomsNewsField of Glory: Kingdoms - Burghers and Bombards | The Late campaign
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Field of Glory: Kingdoms - Burghers and Bombards | The Late campaign

Field of Glory: Kingdoms · published 19 Nov 2025, 11:56 UTC

All newsPlayers around this dateRead on Steam

Let’s start with the Late Campaign of 1223.

It radically changes the shape of the game compared with the 1054 start. In a century and a half, the

map has grown denser, borders have shifted or contracted, and several familiar powers are now mere

shadows of their former selves (or gone entirely, farewell Fatimids and Seljuks). This is an age of more

structured monarchies, richer cities, but also harsher wars and systemic shocks, foremost among them

the arrival of the Mongols.

The Mongols are already far along in 1223, but it will take them a few years to consolidate their gains

A storm is forming in the east (more precisely a major cyclonic front!). By the 1220s, Mongol armies are

already pushing deep into the Rus’ principalities and Persian Khorasan. Their raids probe local defenses

without always holding territory, but the crushing victory over the Rus’ and Cumans at the River Kalka

shows that worse is still to come. Further south, Baghdad has not yet fallen, but the possibility of a

historical catastrophe is already very real.

Meanwhile, the western landscape remains unstable. The Byzantine Empire has lost Constantinople and

must rebuild itself around Nicaea. France and England continue their centuries-long duel, intensified by

the English loss of most continental holdings. The Holy Roman Empire remains impressive on the map

but is internally weakened by the autonomy of its princes and cities. In Spain, the Reconquista advances

at the expense of a declining Almohad power, while in Egypt the Ayyubids strive to maintain their

dominance against weakened but persistent Crusader states. Khwarezm already faces the Mongol wrath

it provoked, and the Delhi Sultanate is reshaping the political balance in India. Across the entire region,

towns and commerce are growing, advanced economy mechanics and inflation begin to emerge, and the

first gunpowder weapons are on the horizon.

By the saints, what is this eastern sorcery?

Let’s dive deeper and look at the nations of this campaign, each with its own specific gameplay. First

among them, of course, the Mongols.

Historically, they did not try to administer each province immediately, but rather to destroy opposing

armies, break ruling elites, and open the way for future conquests. In game terms, this logic holds: your

units are of excellent quality, extremely mobile, and a large share of your contingents consists of low-

upkeep volunteers. You can therefore field very large forces without crippling your economy. The

downside is obvious: time works against you. The death of Genghis Khan will trigger the fragmentation of

the empire into several khanates, resulting in a significant drop in your overall power. You become the

Golden Horde, essentially centered along the northern shores of the Caspian and Aral Seas. You thus

have a few decades to strike hard, draw lasting borders, and secure the regions that will remain under

your control once the division occurs.

The forced migration of thousands of artisans into strategic cities was one of the Mongols’ trademarks. You will benefit from it as well

To help you manage vast, poor, and thinly urbanized territories, you receive unique buildings. Yam relay

stations support control over extended areas, while Captive Artisans allow you to extract value from

regions that would normally be unprofitable. These tools unlock only after successful conquests,

reinforcing the idea that your economy follows your campaigns rather than preceding them.

The Mongols also benefit from twelve exclusive multi-choice decisions. Roughly half of them revolve

around inexpensive reinforcements, counterbalanced by side effects, often tied to the loyalty of the Khan

leading the new army. Using these tools aggressively can give you a decisive edge, but abusing them will

eventually lead to political consequences (premature fragmentation). Once again, the goal is not to play

on autopilot, but to constantly negotiate between short-term gains and long-term stability.

But that is not all: we have also reworked the setup and, in many cases, the perks of numerous nations.

Without going too deep, here are a few notes about the major protagonists.

England emerges from the troubles of King John. Henry III inherits a politically weakened kingdom but

one with a solid economic base, notably thanks to textiles. In game, its network of vassals is its main

strength, allowing it to evolve into a Realm faster, provided you take your time and choose carefully when

to mobilize these forces against Scotland, Wales, or France.

The Mongol playstyle, beyond its custom perks and special buildings, includes numerous unique events

France, under Louis VIII, benefits from the military and territorial legacy of Philip Augustus. It stands

strong against England but is tied down in the south by the crusade against the Cathars and the County

of Toulouse. In the campaign, this creates an initial phase focused on internal pacification, elimination of

heresy, and smart use of legitimate claims before pressing fully against English Aquitaine.

The successor of Byzantium, the Empire of Nicaea, is a compact, wealthy, and well-organized state. Its

priority is destroying the Latin Empire of Constantinople, supported by Venice. A major field victory can

be enough to topple the entire structure (and recover Constantinople without a siege!), but you must act

quickly, before the potential Ottoman rise reshuffles everything once again.

The Holy Roman Empire offers one of the most open but also most unstable experiences. Frederick II

rules from Sicily, his claims are mostly Italian, and the German princes are powerful and jealous of their

prerogatives. On the ground, you have a vast theoretical empire, few declared enemies, but nearly as

many power centers as provinces, with the need to rebuild imperial Authority before everything falls

apart.

Western Europe is anything but quiet, with many conflicts underway or about to begin. Here, France is containing the Albigensian heresy (also known as the Cathars)

The Ayyubids remain the major power of the Near East but are divided among several branches of

Saladin’s family. Egypt is still rich and strong, but the edges of the empire are drifting away, and a major

defeat can open the way for a Mamluk uprising. The position is comfortable on the map but politically

fragile: your maneuvering room is limited, and you must account for Latin states and, later, Mongol and

Ottoman shifts.

Venice is at its peak: dominant fleet, strong revenues from eastern Mediterranean trade, indirect control

over the Latin Empire. But its power is overstretched, relying on a chain of islands and maritime posts. In

the campaign, you play a thalassocracy that must first consolidate, secure its routes, and keep a close

watch on rival merchant republics like Genoa or Pisa, while maintaining manageable relations with

Hungary or Bulgaria.

Poland, fragmented into duchies, no longer exists as a unified kingdom. You play Lesser Poland around

Cracow, with the goal of reuniting the country while dealing with Prussian and Baltic raids threatening

Mazovia. Growth is real, driven by urbanization and German settlers, but danger comes from all sides,

including the Mongols and better-structured neighbours.

Hungary, finally, gives the illusion of a solid block. It has a strong army, fortresses, and a vigorous mining

economy. But the Golden Bull has weakened royal resources and empowered the nobility. In game, you

are the regional powerhouse that knows the real test is coming from the east: surviving the Mongols

requires making the most of the initial calm, picking wars carefully, and preparing a deep defense.

The eastern Mediterranean is no calmer, rife with tensions. The Empire of Nicaea and the Despotate of Epirus make no secret of their imperial ambitions.

This Late Campaign has a very different rhythm and profile from the 1054 start. It offers shifting

balances, rising and declining powers, and the looming presence of the Mongols over a large part of the

map. It spans more than two centuries, from 1223 to 1470, and supports up to 16 players in multiplayer.

We hope it will strongly refresh the experience you enjoyed in the base game and the first DLC.

Join now the beta:

https://www6.slitherine.com/beta/field-of-glory-kingdoms-burghers-and-bombards

Wishlist now:

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In-game event28 Apr 2026Field of Glory: Kingdoms | Patch note 1.08.1This patch contains: Achievements · Achievement 60, You Know Nothing Mindaugas, changed Warfare · Garrisons never count as SAUs · Probable fix for rebels providing too many units to some nations (Mamluks) · All existing Heavy Cavalry units (i.e. in ongoing games) will receive the appropriate modifier (either Clumsy or Clumsy/Western). UI · You can reduce the UI and font scale below 100% (experi…Release31 Mar 2026Field of Glory: Kingdoms - Burghers and Bombards is out nowField of Glory: Kingdoms - Burghers and Bombards pushes the timeline into the late Middle Ages and the dawn of the Renaissance, introducing new ways to shape your realm through warfare, economy, and political power. Two New Campaigns · 1223–1470 Late Campaign : take command during the Mongol expansion and reshape the fate of Eurasia. · 1054–1492 Mega Campaign : experience over four centuries of…Community31 Mar 2026Field of Glory: kingdoms - Checkpoint Live Event RecapWe hosted a live event on our Twitch channel to premiere content for our latest DLC, Burghers and Bombards. If you missed it, you can watch the replay here . Field of Glory: Kingdoms - Burghers and Bombards is out this afternoon!